JulieYBM wrote:Anyway, simpler designs are for the best. Well, designs good animators want to work with are the best. Yamamuro and his weird-ass idea of detailed designs were driving everyone off.
I think I see where you're coming from: with a simpler core design, there's room for a more diverse array of cool battle animation, which I agree is a great thing. The more detail there is, the less room there is to mix it up, which is a bad thing. Naturally, this doesn't mean that detail that the particular animators prefer won't or can't be added while they animate. Simple
designs aren't dooming the
animation to be overly simple looking, as
Kunzait fears. We could still get animation with the detail of bits like Studio Cockpit's Goku vs Cell, Masaki Sato's Vegeta vs Recoome, Shida's recent work on Super episode 130, and so on.
The problem is, after a certain point, what's the purpose of even having a uniform design document, if all you need to stay consistent with is a really simple amalgam of shapes and colors? The process behind animation is far from my field of expertise, but as I'm presently understanding it, in the ideal scenario, the only unifying thread within the artwork would be so painfully obvious that it would hardly even warrant a sheet to begin with, beyond "look at the manga for how the characters generally look, here's the palette we're going for". Or, hell, would a uniform palette be too constraining on the animators' freedom as well? I'm not asking that sarcastically, I'm genuinely curious if there's a case to be made for doing away with color consistency.